Clare, The Silver Voice
_I don't know many singers who actually do like the sound of their own voice. Guess you could say I'm the exception. _
Clare started out like any performer. Broke and no place to call home. Only a fleeted dream which she could hang onto and hope to make a reality. The trick up her sleeve that brought her to the top? A voice that could make anyone fall head over heel for her. Siren's wished they could leer people like Clare. Maybe that's why she chose to step up her game and take her smashing voice to the league for a chance.
Clare if you couldn't have already guessed, is a singer. Or to be more clear, a high power Mage that uses her voice to aid her allies with her charms and step over her enemies. A lot of the inspiration for the champ would come from a few champions blending them into what i really wanted to be a champion that uses her voice as a power. So let's not waste any time and get right into it. Stats away!
Clare
Stats:
Health: 493.1(+72 per level) Health Regen: 8.31(+0.42 per level) Mana: 279(+38.74 per level) Mana Regen: 11(+0.3 per level) Attack Damage: 51.5(+3.5 per level) Attack Speed: 0.675(+2.1 per level) Armor: 18(+4.1 per level) Magic Resist: 31(+0 per level) Attack Range: 525 Movement Speed: 330
Now this is pretty normal stuff so lets move onto the kit. I'll go over the idea of each piece of the kite and give a run down of them so let's start.
Passive
Tuning
Spells will gain extra effects upon leveling up
Full Voice: Range is increased by 15/30/45/60/75 and Area around the unit hit is increased by 10/20/30/40/50 Dynamics: Soft now heals nearby allies for 25/50/75/100/150(+10% Ability Power) when soft is activated. Loud will have the effect's cooldown lowered by 1/2/3/4/5 seconds. Siren Sound: Blast Wave Damage turns 10/20/30/40/50% of the damage into True Damage Warm-up: Effect of Warm-up lasts for another 1/2/3 seconds.
The passive may look familiar to Syndra's but with some small changes. The biggest being the effect occurs with every level, rather than when maxed out. Going with this plan, i could really pass out Clare's strengths in a better way while also giving players different choices with her. By maxing W you get a heal and good speed buff to aid allies while also giving you some power on your spells. The Q range lets Clare in the mid lane have a good poke game will being a threat into the late game with the buff to both range and blast zone. Siren Sound's damage into turn damage gives Clare a nuke in team fights she otherwise didn't and rewards players for getting a full song off with some healthy true damage. The increase lasting effect of Warm-Up plays huge into what Clare can do. I'll get into more details when we talk about the ult but for now let's move on.
Q: Full Voice
Cost: 80/85/90/95/100 Mana Cooldown: 9/8.5/8/7.5/7 Seconds Range: 625 (Area around champion hit is 350) Clare readies for a loud shock wave that will damage the first enemy hit and all enemies around that champion for less.
After channeling for 1 second, Clare lets of a loud prefect pitch voice in a line that will hit the first champion for 80/120/160/200/240(+65% Ability Power) and exploding in an area around the champion hit for 50% less of the damage dealt. Full Voice will not hit minions, monsters, or epic monsters.
Clare's man source of poke and damage. This is the ability you'll be hitting with more often then not and let's Clare be a pain to deal with. The Area damage after hitting the first target may not seem like much but can turn into a lot when teams start to group up or stay too close together. Due to the range increase from Tuning, Full Voice can become a real pain for enemies since it will on hit champions meaning you after to keep on your toes if you don't want to take a smacking from this.
W: Dynamics
Cost: 50 Mana Cooldown: 18/16/14/12/10 Range: Soft: 400 / Loud: Self Clare can variate between Soft and Loud, Soft passively increasing movement speed while Loud increases Clare's next spell damage every few seconds.
Soft: All Allies moving towards Clare will have increased movement speed of 2/4/6/8/10%(+10% Ability Power) for 3 seconds which will decay over time and will not re-effect the same ally for 2 seconds afterwards.
Loud: Every 15 seconds Clare's next ability will empowered by 1/2/3/4/5%(+10% Ability Power) Ability Power.
Clare's W plays nicely into her team fights and team movement. Like Janna or Sona, Clare's Soft will let the team move around the map quickly or help caught out enemies that may not be in a favorable spot. Loud from Dynamics is where Clare can start hurting. The empowered abilities can really make her start to pack a big punch when hit by her. It becomes key to notice what Clare is currently playing and play around that.
E: Siren Sound
Cost: 110/120/130/140/150 Mana Cooldown: 22/20/18/16/14 Range: 700 Clare charms her enemies with her voice, drawing them in if they are at a higher % health or otherwise slowing them until she lets out a blast wave that damages all nearby enemies.
Clare beings singing for the next 2 seconds, slowing all enemies by 20/30/40/50/60%. If the target has a higher Health % than Clare, she will instead charm the enemies, causing them to walk towards her location helplessly. After 2 seconds, Clare lets out a large blast wave which will damage all enemies hit by 50/75/100/125/150(+40% Ability Power) magic damage. While singing, Clare is unable to perform any other action and can be interrupted, damaged, or killed. Clare can reactivate Siren Sound to stop singing. The blast wave will not occur if Siren Sound is stopped early.
Ahhh. Clare's E is just something else. Siren Sound if used correctly becomes on of the most dangerous non-ultimate abilities in the game. If Clare is caught low and has flash then thanks to a well placed Siren Sound, the fight can be turned around in a single second. The idea behind Siren Sound was to give Carey a hard form of cc that would also give her another source of damage that if connected, would really bring down enemies. The passive turning Siren Sound's damage partly into true damage should show this. Of course this ability isn't invisible since Clare will not be able to do any action for 2 seconds and if she is at high hp then you'll only be getting a slow which may not be what you need. This ability needs to be used wisely as such since a bad Siren Sound will only kill Clare while a good one will land her team a victory.
R: Warm-up
Cost: 100 Mana Cooldown: 200/180/160 Seconds Range: Self Clare changes up her style, causing her abilities to gain no effects.
Clare changes sets, creating all new abilities for her warm-up. This effect will last for 7 seconds before changing back. Clare can use Warm-up again to change back to her normal set. * Q: Scale Cost: 20/30/40/50/60 Mana Cooldown: 5/4/3/2/1 Seconds Range: 900 (150 on the blast) Clare unleashes various notes which will explode dealing damage to target. Each cast of Scale will change the note having different effects.
Sharp: Deals 20/25/35/50/80(+45% Ability Power) magic damage and 10/20/30/40/50(+15% Ability Power) true damage after a 1 second delay Flat: Deals 50/100/150/200/250(+30 Ability Power) magic damage after a 1 second delay Natural: Deals 10/20/30/40/50(+30 Ability Power) magic damage after a 1 second delay and will heal Clare for 1%(10% Ability Power) for her missing health for every enemy champion hit.
W: Resonance Cost: 100/115/130/145/160 Mana Cooldown: 9/8/7/6/5 Seconds Range: 500 (300 area damage) Clare carries herself like her voice, teleporting to target location. After her jump she roots herself to deal damage around her to all enemy champions.
Clare jumps to target location where she will then root herself for 1.5/1.3/1.1/0.9/0.7 seconds and damage all enemies around her for 40/85/130/175/220(+40% Ability Power) magic damage.
E: Projection Cost: 50/55/60/65/70 Cooldown: 7/6/5/4/3 Seconds Range: 600 Clare is able to project her voice to the enemy, sending out pulses to damage nearby enemies. If a enemy is hit with multiple pulses, they will become stunned.
Clare pulses her voice dealing 20/45/60/85/100(+30% Ability Power) magic damage to all nearby enemies. If an enemy is hit 4 times with pulses, then they will be stunned for 1.25 seconds.
R: Warm-up Cost: None Cooldown: None Range: Self
Reactivate to go back to Clare's original set. *
Now Warm-up is a lot to take about. Clare plays off as a slow mage with not much in her kit giving her a ton of pressure or damage aside from some quick 1 hit wonders. Warm-up changes the game with Clare turning her into a fast placed mage that rapid casts abilities to throw her enemies off guard. Clare really starts to shine once warm-up goes off giving her rapid fire damage that is always changing on her new q, a way to engage or escape with her w, or simple blast out some new tunes - damage and a stun - from her e. Clare becomes even more dangerous with the activation of Warm-up giving her a strong poke game from her q, shredding down her enemies from afar or closes the gap and bashing out her new jams up close and personal. With small cooldowns and low mana costs she can suddenly become a monster that needs to be watched out. With the passive up-ing the time Clare has Warm-up on, she can last with her tricks a lot more than at lower levels. The ability to swap quickly back to her normal set lets her perform some neat tricks like jumping in with Resonance, before swapping back to use a Siren Sound. Overall the power of Clare really shows with her ultimate's changing ability.
That pretty much wraps up my champion idea, Clare, The Silver Voice. I hope you liked it and if you have any ideas on what to change or fix that would be great. Hope you enjoyed readying and have a awesome day!